WaltherCarraway wrote: »Weighted
WaltherCarraway wrote: »Weighted
tinythinker wrote: »Boop - tap target on the nose, confusing it so that it forfeits its next attack (5 second cooldown)
https://www.youtube.com/watch?v=CZL4K8BsFqo WaltherCarraway wrote: »Weighted
LMAO damn that's what I was going to say.
OP, I am super glad you're not in charge of balancing PvP. Those numbers are a tad out there.
I fondly remember putting on my all-Intricate set of gear for decon at release (turns out that's not how it works).
I would dearly love a stackable mount speed boost that could be combined with Major Gallop and the Cyrodiil's Ward set bonuses.
Amdar_Godkiller wrote: »WaltherCarraway wrote: »Weighted
I remember those days, but did it ever work properly? I always thought there was potential in the idea.
Seraphayel wrote: »Renewing: increases your healing over time / recoveries
Enduring: increases the duration of your damage over time abilities
Shielding: increases the absorption of your damage shields / the amount you can block
tinythinker wrote: »Boop - tap target on the nose, confusing it so that it forfeits its next attack (5 second cooldown)
Avran_Sylt wrote: »Hardening:
Each second in combat increases your Physical and Spell resistance by 33. Stacks up to 60 times.
Revitalizing:
Healing done/received is increased by up to 10% while below 50% health.
Catalyzing:
Light attacks cause your next attack to cost 10% more, but are 15% more effective at healing or dealing damage.
Dynamic:
Heavy attacks restore additional resources to your lowest % resource.
Curing:
Potions remove a negative effect, and restore 3% of your Max Resources.
Avran_Sylt wrote: »Hardening:
Each second in combat increases your Physical and Spell resistance by 33. Stacks up to 60 times.
Revitalizing:
Healing done/received is increased by up to 10% while below 50% health.
Catalyzing:
Light attacks cause your next ability to cost 10% more, but are 10% more effective at healing or dealing damage.
Dynamic:
Heavy attacks restore additional resources to your lowest % resource.
Curing:
Potions remove a negative effect, and restore 3% of your Max Resources.
Avran_Sylt wrote: »Hardening:
Each second in combat increases your Physical and Spell resistance by 33. Stacks up to 60 times.
Revitalizing:
Healing done/received is increased by up to 10% while below 50% health.
Catalyzing:
Light attacks cause your next attack to cost 10% more, but are 10% more effective at healing or dealing damage.
Dynamic:
Heavy attacks restore additional resources to your lowest % resource.
Curing:
Potions remove a negative effect, and restore 3% of your Max Resources.
WrathOfInnos wrote: »Infused: Increase jewelry enchant effect by 70%
For a typical spell damage enchant this would result in 0.7 X 174 = 121 bonus spell damage from the trait. Comparing this to a standard set bonus, this is 121/129 or 94% as strong as a set bonus.
This is about as strong as the arcane trait, which is 870/967 = 90% of a standard set bonus.
Technically the value should be about 66.7% increase in enchant to balance with arcane, but 70% seems a lot cleaner (and would give a little incentive to trait change all your jewelry).
Lightspeedflashb14_ESO wrote: »I want something that is valuable to healing, something more then just percentage healing increased.